Teamfight Tactics

Teamfight Tactics Dev Tracker




05 Nov

Comment

Originally posted by Houle66

Haha I’m a dumbass I meant legends of runeterra not TFT... oops

Ah, I'm not the person to answer then, will have to leave that to the LoR team :)

Comment

Originally posted by Theendersgame

Are there no individual unit adjustments from the pbe to the patch tomorrow? Or did I just miss a section of the notes?

There's been a ton of smaller stat changes on PBE, but I'm not going to start cataloging those until they are changed from something on live servers. Expect patch notes to get back to normal with patch 9.23.

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Originally posted by khorN91

at what time does LoL patches usually go live? I mean when the servers are back online and you're able to play? My friend is thinking if he should pull an all-nighter but I don't know when it hits live in EUNE.

Patches will roll out region by region over the next couple of days. We typically patch in the very early morning hours outside of peak play times. In NA for example, it's typically live the morning after the patch notes (Wednesday).


10 Oct

Comment

Originally posted by Sinyr

They want fast rolling to be a skill expression and they don't want to make it easier so they made this show up after 3 seconds. It's aimed more towards new players or when you're looking at something else and don't notice that there's an upgrade.

This is pretty much exactly the reason :)

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Originally posted by Aturter

From left images to the right one:

  • If you have 2 copies of a champ and the 3rd is in your shop it now shows the corresponding stars in the shop, if you'd buy that unit
  • 5 cost units now have more glow and an animation in your shop
  • PVP rounds after carousel now remain the carousel border, with the enemies icon in it.
  • Round states are now displayed under HP; Checkmark for win, cross for loss and 3 dots for still going.

Also just to be clear, if you tied a round both players will display with the red cross.

Combat states go away from scoreboard once the player transitions back to board after combat. The brief pause in between allows the last-to-finish players just a bit of time to evaluate the scoreboard still.

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Hey all! We know that these UX and quality of life improvements not being in the patch notes has been a pain point. Going forward the UX / UI crew is making a much more concerted effort to actively get changes into patch notes so you don't have to discover them. Please poke me in the future if you feel like after some time we're still not doing a good job of raising visibility!


27 Sep

Comment

Originally posted by [deleted]

I'd like to spend a week working at Riot. Not to get these little issues taken care of, but just to understand why obvious QoL and some much needed bug fixes take months (or years) to be addressed.

Oftentimes this is a matter of how pipelines and priorities for things work. What gets released to players and what is player-facing is ultimately only a certain percentage of the work we're focusing on. Some things also have a higher priority to get released earlier on, or some projects tend to be way meatier and we have to dedicate ample resources to getting those things done.

There are TONS of us who want to be able to work on the QoL stuff or fix all of the bugs. And sometimes we do get time to do these things, or people choose to spend their own time fixing up stuff that we can. The thing that is for sure is that each one of us definitely dedicates all of our work time to our players, whether visible or not! So thanks for sticking with us :)

Comment

Originally posted by Parachuteee

Will we have a match timeline kind of API for each round? Something like the status of each player on each round, like items on the ground, champions on the ground, champions on the table etc... This would open up a lot of possibilities for post-match guidance. With both automated and manual inspection.

Kinda answered this here, but tl;dr is maybe.

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Originally posted by [deleted]

[deleted]

Same caveat as the other response I put here. We're kind of wandering out of my area of expertise here, you're asking game designer questions and I'm not the best person to ask about this. That being said the goal isn't to obscure this data, in an ideal world I'd like to see Riot be even more transparent about this. From my perspective, this isn't something I think we're trying to hide, a lot of the game designers are on Twitter talking about their thoughts on the current state of the meta. I think in an ideal world there's complete transparency about what's too strong and too weak, it's constantly updated, and there's an ongoing narrative about what the current state of the meta is and what's being done to balance the game. I think the team already does this but I'd personally like to see it done even more so. Like I mentioned before, the devs constantly talk about the balance and in the patch notes there's rational for what's changing (whether or not we as player agree is another...

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Comment

Originally posted by ploki122

I mean... doesn't obscuring the data just slow the problem at best? People will still do guides based on gut feeling, and their anecdotal evidence, even if they don't have 26000 games to back it up.

For instance, if starting with Noble 3, level 4, and a 2* unit, by the time you hit the first PvP round, leads to 78% of placing 4th and higher; I feel like at that point the issue isn't that people know going Noble first is better, it's that going Noble first is oppressive.

From my point of view, it'd be like hiding the upgraded items' effects until you complete them, since that way people build more diverse items. It creates a more diverse meta, but only until people figure out the hidden numbers.

We're kind of wandering out of my area of expertise here, you're asking game designer questions and I'm not the best person to ask about this. However, I think the goal is for products that use the API to promote diversity in games. There's a lot of area where we think community products can go a long way toward improving the player experience and that's where we'd like to see effort focused. There are some examples of this already; composition builders, the overlays with the rules of the game, apps that highlight the matches won, apps that show your ranked journey. These are the kinds of apps that extend the experience and make TFT more enjoyable.

EDIT: I want to clarify a bit after re-reading your question. I think players will always form an opinion of what's good and bad and likely stick to those decisions. There's nothing wrong with that. But if an app is sending a message to player that anything but Nobles is a mistake, that's an issue for us. We'd li...

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Originally posted by drkinsanity

Do you expect to add matchups/units/items/placement etc for each round- sort of like the timeline for SR- to the API?

Good question. If you read the article, we dive into some of the policy we're creating for community sites making tools for TFT. You'll notice a lot of what we talk about is how tools can start to change the way the game is designed to be played. At a high level, in the article, we discuss reducing diversity, giving competitive advantages, and making decisions for players. All these things are bad from a gameplay perspective so we want to make sure we're exposing data so that community sites can make cool things for players while also ensuring these policies are being adhered to.

Your question was asked in the Developer Dis...

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Comment

Originally posted by Agleimielga

hey rito tupedo why my match history always show im 8th

im gold 4 ffs

Hmm are you finishing in 8th?

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Originally posted by ploki122

I always wondered what big companies' APIs tend to look like. Is it like simply that you take the initial big dump of data, then ETL it into a separate database and format to process for stuff like match history, then ETL it further onto a different server for API purposes?

Do you instead just have 2 different APIs, one publicly available, and the other private, and both use the same kind of access points, and the same dataset, but with less security enforced onto your own client?

Oh there's a lot to this question, I'll try and his the high level parts. All good questions though.

I don't necessarily think there's one right way to do things, as in most of software engineering there are tradeoffs to everything so it really just depends on your circumstances/constraints to determine which path you take to creating an API. You might ETL all this data into a separate data store for the API if isolation is a concern. You might make two separate APIs if you need to. It all kind of depends on your requirements.

Theory first. I personally like it when the client or primary product uses the same APIs as as made available to the public and the only difference is the permission set (in something like OAuth this means scopes). In general, creating a product that is API first ensures that the API is never an after thought and the product is designed in way for the data to be sharable while still meeting the product needs. If you do take a different approac...

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26 Sep

Comment

Originally posted by KopaXIX

Ah, you made a mistake by revealing yourself my man, let's hope it doesn't bug out so we don't have to roast you... Good work, so happy this is coming out.

There are a couple teams involved in making TFT match history a thing. My team focuses on making this data available through the API so that community sites can make tools that are useful to players while still remaining conscience of the gameplay (hence some of the policy in the announcement).

We're aiming to have this data in the API soon, so we're sharing the schema but the priority will be making sure it's stable in the client before it gets added to the API. I'm happy we're finally getting match history as well, the TFT team is moving at an incredible pace from what I've seen. They got a lot of plates spinning and I'm just happy to help where I can to get the value to you all, the players.

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Ooh something I'm working on is on reddit. My day has come. Lmk if you have any questions related to the Riot Games API.


16 Aug

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Oh HECK yeah I totally agree. Perfection in one screenshot


12 Aug

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Originally posted by HjartaLoL

Very interesting issue. We're currently investigating!

Fixed - This should no longer happen.

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Very interesting issue. We're currently investigating!


26 Jul

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Heya. Can ya'll share videos of this happening to you if you have it recorded? Seeing this happen on screen could help us reliably reproduce, and therefore fix, this issue. It's a tricky one.

Can pm me or link or reply to my comment.


22 Jul

Comment

Originally posted by jimmy_o

Well yes, exactly, that's the question I'm asking... does the Riot API consider 1st place only a victory, or first and second like in game.

In the Riot Games API, retrieving a player's league returns a number of wins and losses. In league-v4, wins are games where you finished first. Losses are if you finished in any other place. This should be documented on the reference page.
https://developer.riotgames.com/api-methods/#league-v4

NOTE: Specifically calling out league-v4 because this might not be the case for all APIs, but it is in the case of league-v4.